General Gameplay fixes
Many move list corrections
Increased energy cost to start running to 25 (up from 15)
Increased energy cost to cancel into a dash (where applicable) to 25 (up from 15)
Getting hit while running will now drain 50 energy
The increased hurt regions when you perform an air attack now activate one frame before the hit region activates
Kounter message added when a hit lands as a counterattack or punish
Delayed Wakeup will no longer activate if the block button is pressed or held while holding down
You are no longer able use specific timing to avoid recovery frames on some jump attacks which used weapons
Reduced the victim blockstun along with the attacker block recovery on many moves (keeping the same +|- on block advantage)
WBID unlocks no longer have additional requirements

Character Specific Fixes
Alien - while attacking with the tail Alien will have an extended hurt region
Alien - fixed an issue with Alien’s ducking hurt regions not resizing properly
Alien - Towards+BK now has 19 startup frames (up from 17)
Alien - adjusted the increased hurt regions during the active frames of jumping attacks
Alien - Tail Slam no longer has armor
Alien - Tail Flip & Tail Slam now have 20 startup frames (up from 18), 2 active frames (down from 4), & had the hit region adjusted
Alien - Tail Flip is now -10 on block (down from -7) and Tail Slam is now -28 on block (down from -17)
Alien - Xeno Strike is now +14 on hit (down from +22)
Alien - Tail Snag is now +14 on hit (down from +20) and Tail Grab is now +18 on hit (down from +48)
Alien - adjusted the hit region of Tail Snag & Tail Grab to hit more consistent
Alien - fixed a bug which could allow Alien to cancel out of miss recovery of a jump attack into a special move or combo string
Alien (Acidic) - adjusted the air reaction of Acid Blood to prevent an opponent from being otg-juggled during it
Alien (Acidic) - fixed an issue where Acid damage over time was not stacking properly
Alien (Acidic) - Acid Blood now self-inflicts 3 damage (up from 1) & Erosive Blood now self-inflicts 3 damage (up from 1.5)
Alien (Konjurer) - Fixed an issue which could cause Drone Drop to hit multiple times on the same frame Alien was in block pause
Alien (Tarkatan) - Chop Chop Shop now has 2 hits of armor
Alien (Tarkatan) - Spinner no longer has armor
Alien (Tarkatan) - Tarkatan Rush can no longer be delayed (Tarkatan Fury can still be delayed)

Goro - BP,FP,BK is now -2 on block (up from -5)
Goro - Towards+BP now has 17 startup frames (down from 22)
Goro - Increased the range of Towards+FK
Goro - removed 5 recovery frames from Away+BK
Goro - Shokan Bolt now has 16 startup (down from 23) and has 5 less recovery frames
Goro - Shokan Blast now has 21 startup (down from 27) and has 5 less recovery frames
Goro - Fist Flurry now does all 6 hits on block and is now -12 on block (down from -5)
Goro - Fist Flurry & Punch Walk now cause the same air reactions making combos more consistent
Goro - Shokan Slam & Krush now have 2 hits of armor
Goro - Fist Flurry no longer pops up the opponent but can still be enhanced
Goro (Kuatan Warrior) - Chest Charge now has 2 hits of armor
Goro (Dragon Fangs) - Piercing Fang is now +7 on block (down from +12)
Goro (Dragon Fangs) - Dragon Spin no longer has armor
Goro (Dragon Fangs) - Piercing Fang now has 2 hits of armor
Goro (Dragon Fangs) - Shokan Massacre now has 2 hits of armor
Goro (Tigrar Fury) - removed 5 recovery frames from Flame Ball
Goro (Tigrar Fury) - Dragon Torch now has 30 frames of armor (up from 20)
Goro (Tigrar Fury) - Dragon Breath is now +7 on block (down from +12)
Goro (Tigrar Fury) - Flame Chain has increased pushback on block, has 4 less recovery frames, and the last two projectiles now hit mid

Jacqui - BP,FP,BP is now -2 on block (down from -7)
Jacqui - Forces Charge now has 2 hits of armor
Jacqui - Away+BP now has 5 less block cancel advantage
Jacqui (Full Auto) - increased combo damage scaling on Towards+BP,UP+BP,BP+BK
Jacqui (Full Auto) - Up Rocket is now -3 on block (down from +5)
Jacqui (Full Auto) - Rocket Power is now +7 on block (down from +28)
Jacqui (Full Auto) - increased combo damage scaling on Up Rocket & Rocket Power
Jacqui (Shotgun) - Double Barrel is now -1 on block (up from -5)
Jacqui (Shotgun) - Low Blast is now -11 on block (down from -6)
Jacqui (Shotgun) - increased combo damage scaling on Low Blow & Low Blast
Jacqui (Shotgun) - Low Blow is now +9 on hit when done a second time in the same combo (down from +39)
Jacqui (Shotgun) - Low Blast is now +19 on hit when done a second time in the same combo (down from +39)
Jacqui (High Tech) - Quick Burst has an additional 3 recovery frames
Jacqui (High Tech) - Quick Burst is now -1 on block (down from +2)
Jacqui (High Tech) - Quick Burst level 2 is now +8 on block (down from +11)
Jacqui (High Tech) - Quick Burst level 3 is now +7 on block (down from +10)

Jason - Down+FP is now -4 on block (down from -2)
Jason - Choke Slam & Temple Slam now have 2 hits of armor
Jason (Slasher) - Bloodlust & Shoulder Charge now have 2 hits of armor
Jason (Slasher) - added 5 recovery frames to and increased combo damage scaling on Shoulder Push
Jason (Relentless) - Blood Mist now has 3 hits of armor
Jason (Unstoppable) - Jason will now properly resurrect when killed by the second hit of Predator's Scimitar Stab
Jason (Unstoppable) - Fixed a bug where an opponent could lose a round if they had a damage over time effect which cannot kill active on them while Jason resurrected

Johnny Cage - Nutcracker & Ultra Flipkick no longer have armor
Johnny Cage - Eclipse Kick now has 2 hits of armor
Johnny Cage - Ultra Flipkick is now -1 on block (up from -16) and has increased pushback
Johnny Cage (Fisticuffs) - Fist Bump can now be enhanced after activation which can then be cancelled into any attack or special move
Johnny Cage (Stunt Double) - Eclipse Kick while Mimics are activated will no longer lose its armor
Johnny Cage (Stunt Double) - reduced the blockstun Shadow Kick while Mimics are active by 10 and reduced the pushback
Johnny Cage (Stunt Double) - reduced the blockstun of the first hit of Shadow Dropkick while Mimics are active by 20 and of the second hit by 10
Johnny Cage (Stunt Double) - Fixed a bug that was preventing Eclipse Kick from being cancelled into during Mimic activation
Johnny Cage (Stunt Double) - Double Straight Forceball now does 12 damage (down from 16)
Johnny Cage (A-List) - added 5 frames before a dash cancel is active if a move is charged during the opponents block stun

Kano - Black Dragon Ball no longer has armor
Kano - reduced the blockstun on Multi Blades by 5 frames
Kano (Cutthroat) - Fixed a bug which could cause Kano to lose the round if he had Power Up or Charge Up activate while Jason (Unstoppable) resurrected
Kano (Cutthroat) - Away+FP can no longer be cancelled when blocked and is now -15 on block (down from -10)
Kano (Cutthroat) - Charge Up no longer has armor
Kano (Cutthroat) - Power Up & Charge Up now have 10 more recovery frames when done while the opponent is blocking
Kano (Cutthroat) - Away+FP,BP,FP is now -10 on block (down from 0)
Kano (Cybernetic) - Eye Blast no longer has armor and is now +4 on block (up from -11) and has 10 less recovery frames
Kano (Commando) - Strangle, Power Bomb, & Rib Breaker now have 2 hits of armor

Mileena - combo damage scaling adjustments and increases
Mileena - Away+FP now hits high and starts up in 10 frames (down from 15)
Mileena - Flip n' Roll no longer recovers in time to juggle the opponent
Mileena - Flip n' Roll can now be enhanced to roll backwards allowing for a juggle
Mileena (Piercing) - Away+FP now hits high and starts up in 10 frames (down from 11)
Mileena (Ethereal) -
Mileena (Ravenous) -

Quan Chi - Towards+FP is now -5 on block (up from -13), +9 on hit (up from +1), and have 20 recovery frames (down from 28)
Quan Chi - Towards+FP,BK,BP is now -5 on block (up from -14) and has increased pushback
Quan Chi - Away+BP now hits mid
Quan Chi - Towards+BK now hits overhead, does 7 damage (up from 5) and is -11 on block (down from -5)
Quan Chi - Demon Skull is now +6 on block (down from +16)
Quan Chi - adjusted the timing of being hit by trance while airborne to be more consistent with the grounded reaction
Quan Chi (Sorcerer) - Fixed an issue where armor from Dark Curse would not always have a fresh timer on a new activation
Quan Chi (Warlock) - Portal Stab now has 3 hits of armor, is -2 on block (up from -6), and has 11 less recovery frames
Quan Chi (Warlock) - Portal Slam no longer has armor
Quan Chi (Warlock) - Fixed a bug where an opponent could momentarily be floating in the air after being hit by Portal Stab
Quan Chi (Summoner) -

Reptile - Acid Spit now has 16 frames startup (down from 17), does 7 damage (down from and has 6 less recovery frames
Reptile - Acid Puddle now prevents the opponent from running over it
Reptile - Klaw Pounce now does 9 damage (up from 7)
Reptile - Klaw Bounce no longer allows for a combo juggle afterwards, is now -6 on block (up from -19), and does 12 damage (up from 7)
Reptile - Klaw Slash no longer has armor
Reptile - Slippery Slide now has 2 hits of armor and is +37 on hit (down from +40)
Reptile (Deceptive) - Invisibility no longer has armor
Reptile (Nimble) -
Reptile (Noxious) -

Scorpion - Flameport no longer has armor as a wakeup
Scorpion - Takeout now has 2 hits of armor
Scorpion (Ninjutsu) -
Scorpion (Hellfire) - added 2 additional frames before you can dash cancel out of Fire Ball if the opponent is blocking
Scorpion (Inferno) - Minion Slam is now +2 on block (up from -21)
Scorpion (Inferno) - Minion Strike is now +3 on block (up from -27)

Shinnok - Towards+FK now has 13 startup frames (down from 16), is -1 on block (up from -6) and has slightly extended range
Shinnok - Hell Sparks & Hell Blast enhanced is now +5 on block (down from +14) and has reduced pushback
Shinnok - Krushing Shoulder now has 2 hits of armor & no longer does the ground burst automatically afterwards
Shinnok - Charging Shoulder & Krushing Shoulder can now be enhanced on block or hit to perform the ground burst which has a modified reaction
Shinnok - Amulet Strike is now -6 on block (up from -11) and has 5 less recovery frames on miss
Shinnok (Impostor) - adjusted the timing of being hit by Mimicry while airborne to be more consistent with the grounded reaction
Shinnok (Impostor) - Mimicry is now +17 on hit (down from +104)
Shinnok (Bone Shaper) - Scepter Launch no longer has armor
Shinnok (Bone Shaper) - Dark Beam is now -9 on block (up from -12) and has increased pushback
Shinnok (Bone Shaper) - Dark Blast is now 0 on block (up from -3) and has increased pushback
Shinnok (Necromancer) - Devil's Flick has increased pushback
Shinnok (Necromancer) - Judgment Fist & Judgment Smash can now be dash cancelled out of before the drop

Sonya - Away+FP now has 19 startup frames (up from 12) and 2 active frames (down from 4)
Sonya - Away+FP,BK now has 16 startup frames (down from 14)
Sonya - Leg Slam now has 2 hits of armor
Sonya (Covert Ops) -
Sonya (Demolition) - adjusted the hit region on Bake 'n' Wake and it now has 5 additional recovery frames
Sonya (Demolition) - Only 1 of each type of Grenade can now be used in the same combo
Sonya (Special Forces) -

Subzero - Towards+FP now has 10 startup frames (down from 15)
Subzero - Towards+FP,BP is now -2 on block (down from +2)
Subzero - Down+FP now has 7 startup frames (down from 9)
Subzero - Icy Slide now has 2 hits of armor
Subzero - Frost Bomb no longer has armor and has 10 less recovery frames on hit and miss
Subzero - Ice Burst is now -5 on block (up from -10)
Subzero - Down+BP now has 11 startup frames (down from 12) and 4 active frames (up from 3)
Subzero - fixed a bug where an opponent would drop out of a frozen reaction if Subzero blocked an attack on the same frame
Subzero (Cryomancer) - Towards+BK,BP,FP+FK now does the same animation and damage as the other variations
Subzero (Cryomancer) - added new special move Polar Puncture & Arctic Assault which functions as a command grab which can be special cancelled out of on hit
Subzero (Cryomancer) - Frost Hammer & Crushing Hammer do 2 less damage
Subzero (Cryomancer) - Towards+FP,BP is now -7 on block (down from 0)
Subzero (Cryomancer) - Towards+FP,BP,BP is now -14 on block (down from -9)
Subzero (Unbreakable) - Barrier Of Ice now has 25 less recovery frames
Subzero (Unbreakable) - Barrier Of Frost now has 15 less recovery frames
Subzero (Unbreakable) - Ice Burst & Frost Bomb have increased pushback when Ice Aura or Frozen Aura are active
Subzero (Grandmaster) - Ice Statue no longer has armor

Tremor - Towards+FP now has 6 startup frames (down from 7)
Tremor - Away+FP now has 14 startup frames (down from 19)
Tremor - Down+FP now has 8 startup frames (down from 9)
Tremor - Towards+BP now has 26 startup frames (down from 30), is +2 on block (up from -6), and has 11 less miss recovery frames
Tremor - Towards+BK is now +6 on block (up from -14) and now hits high
Tremor - Stone Slam cannot be changed into Stone Kut or Stone Hammer if its armor is hit
Tremor - changing Stone Slam into Stone Kut or Stone Hammer will remove its armor
Tremor - adjusted the hit reaction Rock Blast (Up Shatter) to reduce the combo potential
Tremor (Aftershock) -
Tremor (Metallic) - Gold Launch no longer has armor
Tremor (Metallic) - Magma Blast now has 2 hits of armor
Tremor (Crystalline) - Fixed a bug where a summoned Krystal could be invisible while thrown
Tremor (Crystalline) - Krystal Blast no longer has armor

Triborg - Away+FP now has 22 startup frames (up from 18) and 4 more hit cancel advantage
Triborg - Towards+FP,FK is now -8 on block (down from -4), +8 on hit (down from +12), has 4 additional miss recovery frames, and has 4 more hit cancel advantage
Triborg - Away+FK now has 16 frames startup (down from 15) and is -6 on block (up from -8)
Triborg - Slide And Strike now has 2 hits of armor
Triborg - fixed a bug where an opponent would drop out of a frozen reaction if Triborg blocked an attack on the same frame
Triborg (LK-9T9) - Flame Thrower now has 2 hits of armor
Triborg (LK-9T9) - Straight Missile has 5 less recovery frames, 5 more blockstun frames, & some slight pushback
Triborg (LK-9T9) - Flame Burner has some additional pushback
Triborg (LK-4D4) - fixed a bug where an opponent would drop out of a net reaction if Triborg blocked an attack on the same frame
Triborg (LK-4D4) - fixed a bug where Scatter-Port would sometimes have extended recovery after you hit with a Shrapnel-Port
Triborg (LK-4D4) - fixed a bug which would allow an opponent to block after Net if it hit late on the same frame Triborg exited the attack
Triborg (LK-4D4) - Shrapnel-Port now has 2 hits of armor
Triborg (LK-7T2) - will no longer get stuck if Cyber Initiative gets interrupted on a specific frame after it hits
Triborg (LK-7T2) - Smoke Cloud & Smoke Bomb can no longer hit airborne opponents outside of a combo